package com.aionemu.gameserver.controllers.movement;
/**
* @author Mr. Poke, Neon
*/
public class MovementMask {
/**
* When stopping or instant action (this is zero, so a movement with any other flag has no immediate in it)
*/
public static final byte IMMEDIATE = (byte) 0x00;
/**
* When gliding
*/
public static final byte GLIDE = (byte) 0x04; // 4
/**
* When falling
*/
public static final byte FALL = (byte) 0x08; // 8
/**
* When standing on moving objects like elevators
*/
public static final byte VEHICLE = (byte) 0x10; // 16
/**
* Absolute destination coordinates (e.g. mouse related movement). Movements without this flag use relative directions.
*/
public static final byte ABSOLUTE = (byte) 0x20; // 32
/**
* When changing direction or move state
*/
public static final byte MANUAL = (byte) 0x40; // 64
/**
* When coords change, but not if heading updates
*/
public static final byte POSITION = (byte) 0x80; // 128
public static final byte NPC_WALK_SLOW = (byte) 0xEA;
public static final byte NPC_WALK_FAST = (byte) 0xE8;
public static final byte NPC_RUN_SLOW = (byte) 0xE4;
public static final byte NPC_RUN_FAST = (byte) 0xE2;
public static final byte NPC_STARTMOVE = (byte) 0xE0;
}